
# Objective The rename is confusing. Each time I import `TypeRegistry` I have to think at least 10 seconds about how to import it. And I've been working a lot with bevy reflect, which multiplies the papercut. In my crates, you can find lots of: ```rust use bevy::reflect::{TypeRegistryInternal as TypeRegistry}; ``` When I "go to definition" on `TypeRegistry` I get to `TypeRegistryArc`. And when I mean `TypeRegistry` in my function signature, 100% of the time I mean `TypeRegistry`, not the arc wrapper. Rust has borrowing, and most use-cases of the TypeRegistry accepts borrow of the registry, with no need to mutate it. `TypeRegistryInternal` is also confusing. In bevy crates, it doesn't exist. The bevy crate documentation often refers to `TypeRegistry` and link to `TypeRegistryInternal`. It only exists in the bevy re-exports. It makes it hard to understand which names qualifies which types. ## Solution Remove the rename, keep the type names as they are in `bevy_reflect` --- ## Changelog - Remove `TypeRegistry` and `TypeRegistryArc` renames from bevy `bevy_reflect` re-exports. ## Migration Guide - `TypeRegistry` as re-exported by the wrapper `bevy` crate is now `TypeRegistryArc` - `TypeRegistryInternal` as re-exported by the wrapper `bevy` crate is now `TypeRegistry`
197 lines
4.6 KiB
Rust
197 lines
4.6 KiB
Rust
#![allow(clippy::type_complexity)]
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#![warn(missing_docs)]
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//! This module is separated into its own crate to enable simple dynamic linking for Bevy, and should not be used directly
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/// `use bevy::prelude::*;` to import common components, bundles, and plugins.
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pub mod prelude;
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mod default_plugins;
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pub use default_plugins::*;
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pub mod a11y {
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//! Integrate with platform accessibility APIs.
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pub use bevy_a11y::*;
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}
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pub mod app {
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//! Build bevy apps, create plugins, and read events.
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pub use bevy_app::*;
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}
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#[cfg(feature = "bevy_asset")]
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pub mod asset {
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//! Load and store assets and resources for Apps.
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pub use bevy_asset::*;
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}
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pub mod core {
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//! Contains core plugins.
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pub use bevy_core::*;
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}
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pub mod diagnostic {
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//! Useful diagnostic plugins and types for bevy apps.
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pub use bevy_diagnostic::*;
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}
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pub mod ecs {
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//! Bevy's entity-component-system.
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pub use bevy_ecs::*;
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}
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pub mod input {
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//! Resources and events for inputs, e.g. mouse/keyboard, touch, gamepads, etc.
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pub use bevy_input::*;
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}
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pub mod log {
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//! Logging capabilities
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pub use bevy_log::*;
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}
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pub mod math {
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//! Math types (Vec3, Mat4, Quat, etc) and helpers.
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pub use bevy_math::*;
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}
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pub mod ptr {
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//! Utilities for working with untyped pointers in a more safe way.
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pub use bevy_ptr::*;
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}
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pub mod reflect {
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//! Type reflection used for dynamically interacting with rust types.
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pub use bevy_reflect::*;
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}
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#[cfg(feature = "bevy_scene")]
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pub mod scene {
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//! Save/load collections of entities and components to/from file.
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pub use bevy_scene::*;
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}
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pub mod tasks {
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//! Pools for async, IO, and compute tasks.
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pub use bevy_tasks::*;
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}
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pub mod time {
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//! Contains time utilities.
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pub use bevy_time::*;
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}
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pub mod hierarchy {
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//! Entity hierarchies and property inheritance
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pub use bevy_hierarchy::*;
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}
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pub mod transform {
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//! Local and global transforms (e.g. translation, scale, rotation).
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pub use bevy_transform::*;
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}
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pub mod utils {
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//! Various miscellaneous utilities for easing development
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pub use bevy_utils::*;
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}
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pub mod window {
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//! Configuration, creation, and management of one or more windows.
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pub use bevy_window::*;
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}
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#[cfg(feature = "bevy_animation")]
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pub mod animation {
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//! Provides types and plugins for animations.
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pub use bevy_animation::*;
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}
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#[cfg(feature = "bevy_audio")]
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pub mod audio {
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//! Provides types and plugins for audio playback.
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pub use bevy_audio::*;
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}
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#[cfg(feature = "bevy_core_pipeline")]
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pub mod core_pipeline {
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//! Core render pipeline.
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pub use bevy_core_pipeline::*;
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}
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#[cfg(feature = "bevy_gilrs")]
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pub mod gilrs {
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//! Bevy interface with `GilRs` - "Game Input Library for Rust" - to handle gamepad inputs.
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pub use bevy_gilrs::*;
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}
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#[cfg(feature = "bevy_gltf")]
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pub mod gltf {
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//! Support for GLTF file loading.
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pub use bevy_gltf::*;
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}
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#[cfg(feature = "bevy_pbr")]
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pub mod pbr {
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//! Physically based rendering.
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pub use bevy_pbr::*;
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}
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#[cfg(feature = "bevy_render")]
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pub mod render {
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//! Cameras, meshes, textures, shaders, and pipelines.
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//! Use [`RenderDevice::features`](crate::render::renderer::RenderDevice::features),
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//! [`RenderDevice::limits`](crate::render::renderer::RenderDevice::limits), and the
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//! [`RenderAdapterInfo`](crate::render::renderer::RenderAdapterInfo) resource to
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//! get runtime information about the actual adapter, backend, features, and limits.
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pub use bevy_render::*;
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}
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#[cfg(feature = "bevy_sprite")]
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pub mod sprite {
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//! Items for sprites, rects, texture atlases, etc.
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pub use bevy_sprite::*;
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}
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#[cfg(feature = "bevy_text")]
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pub mod text {
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//! Text drawing, styling, and font assets.
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pub use bevy_text::*;
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}
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#[cfg(feature = "bevy_ui")]
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pub mod ui {
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//! User interface components and widgets.
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pub use bevy_ui::*;
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}
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#[cfg(feature = "bevy_winit")]
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pub mod winit {
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//! Window creation, configuration, and handling
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pub use bevy_winit::*;
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}
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#[cfg(feature = "bevy_gizmos")]
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pub mod gizmos {
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//! Immediate mode drawing api for visual debugging.
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//!
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//! # Example
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//! ```
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//! # use bevy_gizmos::prelude::*;
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//! # use bevy_render::prelude::*;
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//! # use bevy_math::prelude::*;
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//! fn system(mut gizmos: Gizmos) {
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//! gizmos.line(Vec3::ZERO, Vec3::X, Color::GREEN);
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//! }
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//! # bevy_ecs::system::assert_is_system(system);
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//! ```
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//!
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//! See the documentation on [`Gizmos`](gizmos::Gizmos) for more examples.
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pub use bevy_gizmos::*;
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}
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#[cfg(feature = "bevy_dynamic_plugin")]
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pub mod dynamic_plugin {
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//! Dynamic linking of plugins
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pub use bevy_dynamic_plugin::*;
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}
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